Results for 'simultaneous game'

992 found
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  1.  48
    The Teacher’s Vocation: Ontology of Response.Ann Game & Andrew Metcalfe - 2008 - Studies in Philosophy and Education 27 (6):461-473.
    We argue that pedagogic authority relies on love, which is misunderstood if seen as a matter of actions and subjects. Love is based not on finite subjects and objects existing in Euclidean space and linear time, but, rather, on the non-finite ontology, space and time of relations. Loving authority is a matter of calling and vocation, arising from the spontaneous and simultaneous call-and-response of a lively relation. We make this argument through a reading of Buber’s I–You relation and Murdoch’ (...)
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  2. Modelling simultaneous games in dynamic logic.Johan van Benthem, Sujata Ghosh & Fenrong Liu - 2008 - Synthese 165 (2):247-268.
    We make a proposal for formalizing simultaneous games at the abstraction level of player’s powers, combining ideas from dynamic logic of sequential games and concurrent dynamic logic. We prove completeness for a new system of ‘concurrent game logic’ CDGL with respect to finite non-determined games. We also show how this system raises new mathematical issues, and throws light on branching quantifiers and independence-friendly evaluation games for first-order logic.
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  3.  75
    Modelling Simultaneous Games in Dynamic Logic.Johan Van Benthem, Sujata Ghosh & Fenrong Liu - 2008 - Synthese 165 (2):247 - 268.
    We make a proposal for formalizing simultaneous games at the abstraction level of player's powers, combining ideas from dynamic logic of sequential games and concurrent dynamic logic. We prove completeness for a new system of 'concurrent game logic' CDGL with respect to finite non-determined games. We also show how this system raises new mathematical issues, and throws light on branching quantifiers and independence-friendly evaluation games for first-order logic.
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  4.  13
    Modelling simultaneous games in dynamic logic.Johan Benthem, Sujata Ghosh & Fenrong Liu - 2008 - Synthese 165 (2):247-268.
    We make a proposal for formalizing simultaneous games at the abstraction level of player’s powers, combining ideas from dynamic logic of sequential games and concurrent dynamic logic. We prove completeness for a new system of ‘concurrent game logic’ CDGL with respect to finite non-determined games. We also show how this system raises new mathematical issues, and throws light on branching quantifiers and independence-friendly evaluation games for first-order logic.
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  5.  69
    Simultaneous moves multi-person continuous time concession game.Chaim Fershtman - 1989 - Theory and Decision 26 (1):81-90.
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  6. Game Theory.Giacomo Bonanno - 2018 - North Charleston, SC, USA: CreateSpace Independent Publishing Platform.
    This is a two-volume set that provides an introduction to non-cooperative Game Theory. Volume 1 covers the basic concepts, while Volume 2 is devoted to advanced topics. The book is richly illustrated with approximately 400 figures. It is suitable for both self-study and as the basis for an undergraduate course in game theory as well as a first-year graduate-level class. It is written to be accessible to anybody with high-school level knowledge of mathematics. At the end of each (...)
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  7.  6
    Algorithms for computing strategies in two-player simultaneous move games.Branislav Bošanský, Viliam Lisý, Marc Lanctot, Jiří Čermák & Mark H. M. Winands - 2016 - Artificial Intelligence 237:1-40.
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  8.  16
    12 Mixed method applications in trust research: simultaneous hybrid data collection in cross-cultural settings using the board game method.Miriam Muethel - 2012 - In Fergus Lyon, Guido Möllering & Mark Saunders (eds.), Handbook of research methods on trust. Northampton, Mass.: Edward Elgar. pp. 121.
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  9. A Game-Theoretic Approach to Peer Disagreement.Remco Heesen & Pieter van der Kolk - 2016 - Erkenntnis 81 (6):1345-1368.
    In this paper we propose and analyze a game-theoretic model of the epistemology of peer disagreement. In this model, the peers' rationality is evaluated in terms of their probability of ending the disagreement with a true belief. We find that different strategies---in particular, one based on the Steadfast View and one based on the Conciliatory View---are rational depending on the truth-sensitivity of the individuals involved in the disagreement. Interestingly, the Steadfast and the Conciliatory Views can even be rational simultaneously (...)
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  10. Differential Games in Economics and Management Science.Engelbert J. Dockner, Steffen Jorgensen, Ngo Van Long & Gerhard Sorger - 2000 - Cambridge University Press.
    A comprehensive, self-contained survey of the theory and applications of differential games, one of the most commonly used tools for modelling and analysing economics and management problems which are characterised by both multiperiod and strategic decision making. Although no prior knowledge of game theory is required, a basic knowledge of linear algebra, ordinary differential equations, mathematical programming and probability theory is necessary. Part One presents the theory of differential games, starting with the basic concepts of game theory and (...)
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  11.  44
    Question–answer games.Thomas Ågotnes, Johan van Benthem, Hans van Ditmarsch & Stefan Minica - 2011 - Journal of Applied Non-Classical Logics 21 (3-4):265-288.
    We propose strategic games wherein the strategies consist of players asking each other questions and answering those questions. We study simplifications of such games wherein two players simultaneously ask each other a question that the opponent is then obliged to answer. The motivation for our research is to model conversation including the dynamics of questions and answers, to provide new links between game theory and dynamic logics of information, and to exploit the dynamic/strategic structure that, we think, lies implicitly (...)
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  12. Reviewing Games of Empire: Global Capitalism and Video Games.Simon Ferrari & Ian Bogost - 2013 - Continent 3 (1):50-52.
    Nick Dyer-Witheford and Greig de Peuter. Games of Empire: Global Capitalism and Video Games . Minneapolis: University of Minnesota Press. 2009. 320pp. pbk. $19.95 ISBN-13: 978-0816666119. In Games of Empire , Nick Dyer-Witheford and Greig de Peuter expand an earlier study of “the video game industry as an aspect of an emerging postindustrial, post-Fordist capitalism” (xxix) to argue that videogames are “exemplary media of Empire” (xxix). Their notion of “Empire” is based on Michael Hardt and Antonio Negri’s Empire (2000), (...)
     
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  13.  41
    Partial-order Boolean games: informational independence in a logic-based model of strategic interaction.Julian Bradfield, Julian Gutierrez & Michael Wooldridge - 2016 - Synthese 193 (3):781-811.
    As they are conventionally formulated, Boolean games assume that players make their choices in ignorance of the choices being made by other players – they are games of simultaneous moves. For many settings, this is clearly unrealistic. In this paper, we show how Boolean games can be enriched by dependency graphs which explicitly represent the informational dependencies between variables in a game. More precisely, dependency graphs play two roles. First, when we say that variable x depends on variable (...)
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  14.  49
    Multistage Game Models and Delay Supergames.Reinhard Selten - 1998 - Theory and Decision 44 (1):1-36.
    The order of stages in a multistage game is often interpreted by looking at earlier stages as involving more long term decisions. For the purpose of making this interpretation precise, the notion of a delay supergame of a bounded multistage game is introduced. A multistage game is bounded if the length of play has an upper bound. A delay supergame is played over many periods. Decisions on all stages are made simultaneously, but with different delays until they (...)
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  15.  86
    Divide-the-Dollar Game Revisited.Nejat Anbarci - 2001 - Theory and Decision 50 (4):295-303.
    In the Divide-the-Dollar (DD) game, two players simultaneously make demands to divide a dollar. Each player receives his demand if the sum of the demands does not exceed one, a payoff of zero otherwise. Note that, in the latter case, both parties are punished severely. A major setback of DD is that each division of the dollar is a Nash equilibrium outcome. Observe that, when the sum of the two demands x and y exceeds one, it is as if (...)
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  16.  12
    Reach-Avoid Games with a Time Limit and Detection Range: A Geometric Approach.Xi Chen, Jianqiao Yu, Kang Niu & Jiaxun di YangLi - 2022 - Complexity 2022:1-24.
    The reach-avoid game theory is an ideal tool to handle the conflicts among intelligent agents and has been previously studied assuming full state information and no time limits on the players in the past decades. In this article, we extend the problem by requiring the defender to detect the attacker and adding maximum operation time constraints to the attacker. The attacker aims to reach the target region without being captured or reaching its time limit. The defender can employ strategies (...)
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  17.  44
    Descriptions of game actions.Hans P. van Ditmarsch - 2002 - Journal of Logic, Language and Information 11 (3):349-365.
    To describe simultaneous knowledge updates for different subgroups we propose anepistemic language with dynamic operators for actions. The language is interpreted onequivalence states (S5 states). The actions are interpreted as state transformers. Two crucial action constructors are learning and local choice. Learning isthe dynamic equivalent of common knowledge. Local choice aids in constraining theinterpretation of an action to a functional interpretation (state transformer).Bisimilarity is preserved under execution of actions. The language is applied todescribe various actions in card games.
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  18.  21
    Interpretation Game or How to Make Law Without Parliament.Valentinas Mikelėnas - 2009 - Jurisprudencija: Mokslo darbu žurnalas 116 (2):79-92.
    The contemporary State power is concentrated in the hands of the legislative, executive and judicial powers, which is traditionally referred to as the principle of the division of State power. The separation of State power and the attribution of the function of the interpretation and application of statutory law to courts were like “letting the genie out of the bottle”. Having started with a mechanical application of the statutory law, the courts, armed with various doctrines on interpretation of law, have (...)
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  19. Slurs' variability, emotional dimensions, and game-theoretic pragmatics.Víctor Carranza-Pinedo - 2023 - In D. Bekki, K. Mineshima & E. McCready (eds.), Logic and Engineering of Natural Language Semantics. LENLS 2022. Springer.
    Slurs’ meaning is highly unstable. A slurring utterance like ‘Hey, F, where have you been?’ (where F is a slur) may receive a wide array of interpretations depending on various contextual factors such as the speaker’s social identity, their relationship to the target group, tone of voice, and more. Standard semantic, pragmatic, and non-content theories of slurs have proposed different mechanisms to account for some or all types of variability observed, but without providing a unified framework that allows us to (...)
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  20.  5
    Strategic Network Formation, Games on Networks, and Trust.Werner Raub, Vincenz Frey & Vincent Buskens - 2014 - Analyse & Kritik 36 (1):135-152.
    This paper brings two major research lines in current sociology together. Research on social networks has long focused primarily on network effects but meanwhile also addresses the emergence and dynamics of networks. Research on trust in social and economic relations shows that networks have effects on trust. Using game theory, we provide a simple model that allows for an integrated and simultaneous analysis of network effects on trust and for the endogenous emergence of the network. The model also (...)
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  21.  34
    No Fun and Games Until Someone Loses an Eye: Transgression and Masculinity in Bataille and Foucault.Judith Surkis - 1996 - Diacritics 26 (2):18-30.
    In lieu of an abstract, here is a brief excerpt of the content:No Fun and Games Until Someone Loses an Eye: Transgression and Masculinity in Bataille and FoucaultJudith Surkis (bio)In August 1963 Critique published an “Hommage à Georges Bataille,” a special issue commemorating the death of its founder. How did the volume’s contributors go about the seemingly tricky business of pledging fealty to the philosopher of sovereignty? How did they profess loyalty to, in effect recognize, the sovereign subject known to (...)
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  22.  25
    The Potential of the Imitation Game Method in Exploring Healthcare Professionals’ Understanding of the Lived Experiences and Practical Challenges of Chronically Ill Patients.Rik Wehrens - 2015 - Health Care Analysis 23 (3):253-271.
    This paper explores the potential and relevance of an innovative sociological research method known as the Imitation Game for research in health care. Whilst this method and its potential have until recently only been explored within sociology, there are many interesting and promising facets that may render this approach fruitful within the health care field, most notably to questions about the experiential knowledge or ‘expertise’ of chronically ill patients. The Imitation Game can be especially useful because it provides (...)
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  23.  93
    Multiple Prisoner's Dilemma Games with(out) an Outside Option: an Experimental Study.Esther Hauk - 2003 - Theory and Decision 54 (3):207-229.
    Experiments in which subjects play simultaneously several finite two-person prisoner's dilemma supergames with and without an outside option reveal that: an attractive outside option enhances cooperation in the prisoner's dilemma game, if the payoff for mutual defection is negative, subjects' tendency to avoid losses leads them to cooperate; while this tendency makes them stick to mutual defection if its payoff is positive, subjects use probabilistic start and endeffect behavior.
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  24.  21
    Heterogeneous Motives in the Trust Game: A Tale of Two Roles.Antonio M. Espín, Filippos Exadaktylos & Levent Neyse - 2016 - Frontiers in Psychology 7:184127.
    Levels of trust and trustworthiness have important externalities for the society. But what exactly do these social concepts reflect? Building upon the argument that in typical real-life social exchanges people act simultaneously as both trustors and trustees, we study the impact of individuals’ social motives (or preferences) on their choices in a dual-role Trust Game (TG). We employ data from a large-scale representative experiment (N = 774), where all subjects played both roles of a binary TG with real monetary (...)
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  25.  69
    Proof and refutation in MALL as a game.Olivier Delande, Dale Miller & Alexis Saurin - 2010 - Annals of Pure and Applied Logic 161 (5):654-672.
    We present a setting in which the search for a proof of B or a refutation of B can be carried out simultaneously: in contrast, the usual approach in automated deduction views proving B or proving ¬B as two, possibly unrelated, activities. Our approach to proof and refutation is described as a two-player game in which each player follows the same rules. A winning strategy translates to a proof of the formula and a counter-winning strategy translates to a refutation (...)
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  26.  46
    Belief in God: A game-theoretic paradox. [REVIEW]Steven J. Brams - 1982 - International Journal for Philosophy of Religion 13 (3):121 - 129.
    The Belief Game is a two-person, nonzero-sum game in which both players can do well [e.g., at (3, 4)] or badly [e.g., at (1,1)] simultaneously. The problem that occurs in the play of this game is that its rational outcome of (2, 3) is not only unappealing to both players, especially God, but also, paradoxically, there is an outcome, (3, 4), preferred by both players that is unattainable. Moreover, because God has a dominant strategy, His omniscience does (...)
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  27.  33
    Conventionality and Causality in Lewis-Type Evolutionary Prediction Games.Gordon Michael Purves - 2023 - British Journal for the Philosophy of Science 74 (1):199-219.
    Barrett and others have used Lewis-style evolutionary games to argue that we ought not to trust our scientific languages to inform us about ontology. More specifically, Barrett has shown that in some simple evolutionary contexts the best descriptive languages need not cut nature at its joints, that they may guide action as successfully as possible while simultaneously being deeply conventional. The present article expands upon Barrett’s argument, exploring the space for conventionalism in more metaphysically robust causal evolutionary models. By using (...)
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  28.  16
    Playing for Real Coursepack Edition: A Text on Game Theory.Ken Binmore - 2012 - Oxford University Press USA.
    Playing for Real is a problem-based textbook on game theory that has been widely used at both the undergraduate and graduate levels. This Coursepack Edition will be particularly useful for teachers new to the subject. It contains only the material necessary for a course of ten, two-hour lectures plus problem classes and comes with a disk of teaching aids including pdf files of the author's own lecture presentations together with two series of weekly exercise sets with answers and two (...)
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  29.  47
    Conversation through actions and the changing of epistemic states in a game.Tianqun Pan - 2010 - Frontiers of Philosophy in China 5 (4):666-673.
    When a person performs a certain action, it signifies that he is causing a certain event to occur. Therefore the action is conveying a certain true sentence. Playing a game is a mutual activity, namely the listener and the speaker undertake an exchange through a linguistic dialogue or communicate through action. Because of the peculiar nature of the action, the actions in games belong to an activity where the speaker speaks true words and the listener hears true words. A (...)
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  30.  25
    Dynamic Threshold Selection for a Biocybernetic Loop in an Adaptive Video Game Context.Elise Labonte-Lemoyne, François Courtemanche, Victoire Louis, Marc Fredette, Sylvain Sénécal & Pierre-Majorique Léger - 2018 - Frontiers in Human Neuroscience 12:307287.
    Passive Brain-Computer interfaces (pBCIs) are a human-computer communication tool where the computer can detect from neurophysiological signals the current mental or emotional state of the user. The system can then adjust itself to guide the user towards a desired state. One challenge facing developers of pBCIs is that the system's parameters are generally set at the onset of the interaction and remain stable throughout, not adapting to potential changes over time such as fatigue. The goal of this paper is to (...)
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  31.  11
    An intersubjective model of agency for game theory.Vivienne Brown - 2020 - Economics and Philosophy 36 (3):355-382.
    This paper proposes a new interpretation of non-cooperative games that shows why the unilateralism of best-reply reasoning fails to capture the mutuality of strategic interdependence. Drawing on an intersubjective approach to theorizing individual agency in shared context, including a non-individualistic model of common belief without infinite regress, the paper develops a general model of a 2 × 2 simultaneous one-shot non-cooperative game and applies it to games including Hi-Lo, Stag Hunt, Prisoners’ Dilemma, Chicken, BoS and Matching Pennies. Results (...)
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  32.  7
    Let the Body’n’Brain Games Begin: Toward Innovative Training Approaches in eSports Athletes.Anna Lisa Martin-Niedecken & Alexandra Schättin - 2020 - Frontiers in Psychology 11.
    The phenomenon of eSports is omnipresent today. International championships and their competitive athletes thrill millions of spectators who watch eSports athletes and their teams try to improve and outperform each other. In order to achieve the necessary cognitive and physical top form and to counteract general health problems caused by several hours of training in front of the PC or console, eSports athletes need optimal cognitive, physical and mental training. However, a gap exists in eSports specific health management, including prevention (...)
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  33.  44
    The Role of Corporations in Shaping the Global Rules of the Game: In Search of New Foundations.J. van Oosterhout - 2010 - Business Ethics Quarterly 20 (2):253-264.
    ABSTRACT:Although a research focus on the increasing involvement of corporations in shaping and maintaining the global rules of the game points out promising avenues for future research, it simultaneously makes clear how little currently established, mostly managerial conceptual frameworks have to offer in making sense of these developments. It is argued that we need to expand the rather restricted perspectives that these frameworks provide, in order to explore new conceptual foundations that will not only enable us to travel the (...)
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  34. The Logic of Joint Ability in Two-Player Tacit Games.Peter Hawke - 2017 - Review of Symbolic Logic 10 (3):481-508.
    Logics of joint strategic ability have recently received attention, with arguably the most influential being those in a family that includes Coalition Logic (CL) and Alternating-time Temporal Logic (ATL). Notably, both CL and ATL bypass the epistemic issues that underpin Schelling-type coordination problems, by apparently relying on the meta-level assumption of (perfectly reliable) communication between cooperating rational agents. Yet such epistemic issues arise naturally in settings relevant to ATL and CL: these logics are standardly interpreted on structures where agents move (...)
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  35.  32
    The Role of Corporations in Shaping the Global Rules of the Game: In Search of New Foundations.J. Van Oosterhout - 2010 - Business Ethics Quarterly 20 (2):253-264.
    ABSTRACT:Although a research focus on the increasing involvement of corporations in shaping and maintaining the global rules of the game points out promising avenues for future research, it simultaneously makes clear how little currently established, mostly managerial conceptual frameworks have to offer in making sense of these developments. It is argued that we need to expand the rather restricted perspectives that these frameworks provide, in order to explore new conceptual foundations that will not only enable us to travel the (...)
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  36.  11
    Cooperation Mechanisms for the Prisoner’s Dilemma with Bayesian Games.Wei Xiong - 2023 - In Natasha Alechina, Andreas Herzig & Fei Liang (eds.), Logic, Rationality, and Interaction: 9th International Workshop, LORI 2023, Jinan, China, October 26–29, 2023, Proceedings. Springer Nature Switzerland. pp. 284-291.
    This paper explores the cooperation mechanisms for the prisoner’s dilemma game, a canonical example for studying cooperation mechanisms, with Bayesian games. By the approach allowing simultaneous moves with the assumption that the players might be self-interested or norm-following, we establish four possible Bayesian game models, all of which are cooperation mechanisms for the prisoner’s dilemma game except for the model in which one of the two players must be self-interested.
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  37.  19
    Drawings of Representational Images by Upper Paleolithic Humans and their Absence in Neanderthals Reflect Historical Differences in Hunting Wary Game.Richard G. Coss - 2017 - Evolutionary Studies in Imaginative Culture 1 (2):15-38.
    One characteristic of the transition from the Middle Paleolithic to the Upper Paleolithic in Europe was the emergence of representational charcoal drawings and engravings by Aurignacian and Gravettian artists. European Neanderthals never engaged in representational drawing during the Middle and Early Upper Paleolithic, a property that might reflect less developed visuomotor coordination. This article postulates a causal relationship between an evolved ability of anatomically modern humans to throw spears accurately while hunting and their ability to draw representational images from working (...)
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  38.  14
    Folk theorems in a bargaining game with endogenous protocol.Shiran Rachmilevitch - 2019 - Theory and Decision 86 (3-4):389-399.
    Two players bargain to select a utility allocation in some set X⊂R+2\documentclass[12pt]{minimal} \usepackage{amsmath} \usepackage{wasysym} \usepackage{amsfonts} \usepackage{amssymb} \usepackage{amsbsy} \usepackage{mathrsfs} \usepackage{upgreek} \setlength{\oddsidemargin}{-69pt} \begin{document}$$X\subset {\mathbb {R}}_+^2$$\end{document}. Bargaining takes place in infinite discrete time, where each period t is divided into two sub-periods. In the first sub-period, the players play a simultaneous-move game to determine that period’s proposer, and bargaining takes place in the second sub-period. Rejection triggers a one-period delay and move to t+1\documentclass[12pt]{minimal} \usepackage{amsmath} \usepackage{wasysym} \usepackage{amsfonts} \usepackage{amssymb} \usepackage{amsbsy} \usepackage{mathrsfs} \usepackage{upgreek} \setlength{\oddsidemargin}{-69pt} (...)
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  39.  12
    Gaze Coordination of Groups in Dynamic Events – A Tool to Facilitate Analyses of Simultaneous Gazes Within a Team.Frowin Fasold, André Nicklas, Florian Seifriz, Karsten Schul, Benjamin Noël, Paula Aschendorf & Stefanie Klatt - 2021 - Frontiers in Psychology 12.
    The performance and the success of a group working as a team on a common goal depends on the individuals’ skills and the collective coordination of their abilities. On a perceptual level, individual gaze behavior is reasonably well investigated. However, the coordination of visual skills in a team has been investigated only in laboratory studies and the practical examination and knowledge transfer to field studies or the applicability in real-life situations have so far been neglected. This is mainly due to (...)
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  40. Primary literature.Mike Game - 2007 - In Diarmuid Costello & Jonathan Vickery (eds.), Art: key contemporary thinkers. New York: Berg. pp. 159.
     
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  41.  67
    Effect of Overconfidence on Product Diffusion in Online Social Networks: A Multiagent Simulation Based on Evolutionary Game and Overconfidence Theory.Xiaochao Wei, Qi Liao, Yanfei Zhang & Guihua Nie - 2022 - Complexity 2022:1-22.
    The rapid development of online social media has significantly promoted product diffusion in online social networks. However, prior studies focusing on irrational behavior, such as overconfidence, in PDOSN are scarce. To investigate the effect of overconfidence on PDOSN, this study combined overconfidence and an evolutionary game to conduct a multiagent simulation on PDOSN. This combined method provided an effective reference to examine product diffusion in the context of irrational behavior. After careful consideration, this study identified three overconfidence scenarios, benefit, (...)
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  42.  36
    On the possibility of a positive-sum game in the distribution of health care resources.Joshua Cohen & Edwige Burg - 2003 - Journal of Medicine and Philosophy 28 (3):327 – 338.
    Health care resource distribution is a subject of debate among health policy analysts, economists, and philosophers. In the United States, there is a widening gap between the more-and less-advantaged socioeconomic sub-populations in terms of both health care resource distribution and outcomes. Conventional wisdom suggests that there is a tradeoff, a zero-sum game, between efficiency and fairness in the distribution of health care resources. Promoting fairness in the distribution of health care resources and outcomes is not efficient in terms of (...)
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  43.  2
    Push and pull factors associated with the consumption of women’s professional basketball games: A canonical correlation analysis.Sophia D. Min, James J. Zhang & Kevin K. Byon - 2022 - Frontiers in Psychology 13.
    The purpose of this study was to empirically investigate the interrelationships between push and pull factors associated with the consumption of women’s professional basketball games. Multiple factors pertaining to sport consumers’ internal needs, identified as “push” factors, contain various intangible socio-psychological motivations representing an individual’s intrinsic desires that drive consumers toward certain goal-driven behaviors. On the other hand, “pull” factors, related to the supply side, refer to the different aspects of sport products the management of sport teams provides. It is (...)
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  44.  11
    Measuring Cognitive Abilities in the Wild: Validating a Population‐Scale Game‐Based Cognitive Assessment.Mads Kock Pedersen, Carlos Mauricio Castaño Díaz, Qian Janice Wang, Mario Alejandro Alba-Marrugo, Ali Amidi, Rajiv V. Basaiawmoit, Carsten Bergenholtz, Morten H. Christiansen, Miroslav Gajdacz, Ralph Hertwig, Byurakn Ishkhanyan, Kim Klyver, Nicolai Ladegaard, Kim Mathiasen, Christine Parsons, Janet Rafner, Anders R. Villadsen, Mikkel Wallentin, Blanka Zana & Jacob F. Sherson - 2023 - Cognitive Science 47 (6):e13308.
    Rapid individual cognitive phenotyping holds the potential to revolutionize domains as wide‐ranging as personalized learning, employment practices, and precision psychiatry. Going beyond limitations imposed by traditional lab‐based experiments, new efforts have been underway toward greater ecological validity and participant diversity to capture the full range of individual differences in cognitive abilities and behaviors across the general population. Building on this, we developed Skill Lab, a novel game‐based tool that simultaneously assesses a broad suite of cognitive abilities while providing an (...)
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  45.  44
    Resolving the Trust Predicament: A Quantum Game-theoretic Approach. [REVIEW]Badredine Arfi - 2005 - Theory and Decision 59 (2):127-174.
    Developing a good theoretical understanding of the role of trust in IR (such as in the events leading to the end of the Cold War) is still an open problem. Most game-theoretic studies of trust do not go beyond the limitations of an (ontologically) individualistic paradigm, thus assuming a pre-defined set of individual strategies. Yet, it is a fact that the predicament of collective trust is empirically resolved in many situations. This paper suggests a new game-theoretic approach—Quantum (...) Theory (QGT)—to understand and explain how the predicament of trust is resolved. In a quantum game of trust the actors play the game by simultaneously collectively reconstructing the strategic environment in such a way as to become mutually strategically entangled. Quantum strategic entanglement allows trust to emerge between the two actors without assuming a need for signaling, prior “contract” type of arrangement, or any form of third-party communication. The paper develops and solves such a model of quantum game of trust. (shrink)
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  46. Foreword vii Acknowledgements viii.Essays on Cooperative Games, in Honor of Guillermo Owen & Gianfranco Gambarelli - 2004 - Theory and Decision 56:405-408.
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  47. Collision: The Pleasure of Reading: Playing Games with Time in Tristram Shandy.Adam Schipper - 2015 - Evental Aesthetics 3 (3):18-27.
    The aesthetic experience of Laurence Sterne’s The Life and Opinion of Tristram Shandy, Gentleman is not reducible to an interpretation of plot or a linear critical analysis on the level of structure. Instead, it is thematized around a particular paradox of “double chronology” of autobiography, which continues the unfolding of the text yet simultaneously disrupts it. As such, Tristram Shandy’s lack of plot is a secondary phenomenon to the textual game of detour and digression it plays. This essay is (...)
     
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  48.  10
    Brain–Heart Interaction and the Experience of Flow While Playing a Video Game.Shiva Khoshnoud, Federico Alvarez Igarzábal & Marc Wittmann - 2022 - Frontiers in Human Neuroscience 16.
    The flow state – an experience of complete absorption in an activity – is linked with less self-referential processing and increased arousal. We used the heart-evoked potential, an index representing brain–heart interaction, as well as indices of peripheral physiology to assess the state of flow in individuals playing a video game. 22 gamers and 21 non-gamers played the video game Thumper for 25 min while their brain and cardiorespiratory signals were simultaneously recorded. The more participants were absorbed in (...)
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    The Representational Necropolitics of Black Women in Zombie Dystopia Video Games.Eric Andrew James - 2021 - Feminist Studies 47 (1):147-174.
    In lieu of an abstract, here is a brief excerpt of the content:Feminist Studies 47, no. 1. © 2021 by Feminist Studies, Inc. 147 Eric Andrew James The Representational Necropolitics of Black Women in Zombie Dystopia Video Games Though Stuart Hall defends popular representation as an important terrain of political struggle, he also argues that images of difference are dominated by “racialized regimes of representation” manifest in stereotypes and invisibilities.1 These ensure that marginal identities are reduced, essentialized, and rendered other. (...)
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  50.  41
    Cycles versus equilibrium in evolutionary games.Thomas W. L. Norman - 2010 - Theory and Decision 69 (2):167-182.
    Mixed-strategy equilibria are typically rather unstable in evolutionary game theory. “Monocyclic” games, such as Rock–Paper–Scissors, have only mixed equilibria, some of which are “stable” in the sense that sequential best replies lead to them; yet, even these games are prone to stable cycles under discrete-time simultaneous best replies, giving an unusual equilibrium-selection problem. This article analyzes such games in a random-utility setting where changing strategies is costly, and the speed of the dynamic is, thus, endogenous. The stochastically stable (...)
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